Features/Suggestions

Generic forum to discuss Octane Render, post ideas and suggest improvements.
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geort45
Licensed Customer
Posts: 10
Joined: Thu Jun 03, 2010 10:02 pm

Hi!

From the top of my head I thought about some of things that shouldn't be difficult to integrate yet add to its usability:

-Zoom on extents! Kind of annoying to have to scroll and move around to find that new imported OBJ :/
-When you jump from a node that has a part of its "tree" collapsed to another node and then jump back, the tree is extended again. Kind of annoying if you're already finished editing a series of materials and you have to scroll back again to find the next one you were gonna edit.
-Ability to merge imported objects on the same scene. Nothing fancy, just display both scenes simultaneously. Example: a generic scene to show of a car, and the ability to place a different car into it. Unlink first car, link the second, presto.
-Blurred refractions for a spec material
-Ability to pan around the graph editor, for increased real state
-Falloff map

Thanks for this fantastic SW :D
SysSpecs: dual xeon [email protected], 10GB RAM, GTX 470, win7 x64. nvidia drivers 257.21
elias76gr
Licensed Customer
Posts: 34
Joined: Sun May 30, 2010 2:27 pm
Location: Hellas
Contact:

May I add some of my own? :mrgreen:
-The ability to save your materials in a library so you can share materials between different scenes
-Viewport navigation customization. For example I'm used to have middle mouse button set as panning the viewport.
-A checkbox for on/off environment display in the viewport.
Hope I'm not asking too much. I'll come up with more...
Win 7 64bit | GTX 470 | Intel i7 920 | 12 GB RAM
User avatar
face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

elias76gr wrote:May I add some of my own? :mrgreen:
-The ability to save your materials in a library so you can share materials between different scenes
-Viewport navigation customization. For example I'm used to have middle mouse button set as panning the viewport.
-A checkbox for on/off environment display in the viewport.
Hope I'm not asking too much. I'll come up with more...
My favorits at the moment:
-AA Texture filter on/off
-Texture repeat normal/mirror/edge/off

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
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elias76gr
Licensed Customer
Posts: 34
Joined: Sun May 30, 2010 2:27 pm
Location: Hellas
Contact:

Saving camera views so I can recall them after some viewport navigation
Win 7 64bit | GTX 470 | Intel i7 920 | 12 GB RAM
adrencg
Licensed Customer
Posts: 236
Joined: Wed Feb 24, 2010 4:20 am

I think the material interface needs a re-design. That's the only problem I'm having with Octane now. When several materials are broken open in the list, it all looks the same and very messy. It took me a minute to find the bump channel once, and it was right there in front of me the whole time. Maybe some color variance or something obvious to break up the list between materials. The list is hard to read now.

Does this make sense to anyone else? Do you feel its hard to read and find things quickly?
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geort45
Licensed Customer
Posts: 10
Joined: Thu Jun 03, 2010 10:02 pm

adrencg wrote:I think the material interface needs a re-design. That's the only problem I'm having with Octane now. When several materials are broken open in the list, it all looks the same and very messy. It took me a minute to find the bump channel once, and it was right there in front of me the whole time. Maybe some color variance or something obvious to break up the list between materials. The list is hard to read now.

Does this make sense to anyone else? Do you feel its hard to read and find things quickly?
Yep! Kind of hard to find things, I guess they haven't concentrated much on the GUI. Everything is kind of "flat" and there's no clear differentiation in the trees.
SysSpecs: dual xeon [email protected], 10GB RAM, GTX 470, win7 x64. nvidia drivers 257.21
geort45
Licensed Customer
Posts: 10
Joined: Thu Jun 03, 2010 10:02 pm

Also, another user had suggested exporting the alpha map, and I think it'd be nice to also be able to export the Z-depth for post-proc ;)
SysSpecs: dual xeon [email protected], 10GB RAM, GTX 470, win7 x64. nvidia drivers 257.21
adrencg
Licensed Customer
Posts: 236
Joined: Wed Feb 24, 2010 4:20 am

geort45 wrote:
adrencg wrote:I think the material interface needs a re-design. That's the only problem I'm having with Octane now. When several materials are broken open in the list, it all looks the same and very messy. It took me a minute to find the bump channel once, and it was right there in front of me the whole time. Maybe some color variance or something obvious to break up the list between materials. The list is hard to read now.

Does this make sense to anyone else? Do you feel its hard to read and find things quickly?
Yep! Kind of hard to find things, I guess they haven't concentrated much on the GUI. Everything is kind of "flat" and there's no clear differentiation in the trees.

-- and one thing that compounds the problem is how sometimes the list will fly to a new focus, and the thing you were working on is now somewhere else on the page, and you have to track it down.
Ryzen 5950x
128GB Ram
RTX 3070 x 3
Marc Tellier
Licensed Customer
Posts: 56
Joined: Fri Feb 12, 2010 11:16 pm
Contact:

adrencg wrote:Do you feel its hard to read and find things quickly?
I agree, this area could use some attention.

Maybe a bigger space or a break with the background between nodes.

Inside a node, maybe some king of 'nesting' or space breaks could help , separated in groups;

-Basic controls -> (Diffuse, specular,, roughness etc..)
-Bump -> (Bump, Normal, eventually displacement, etc)
-Extras -> (Filmindex, filmwidth etc)

Maybe only the Basic controls could be unfolded at first.

Just throwing ideas...

Marc
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